In the midst of phat beats the Smedster was laying down yesterday, there were a few random facts I didn’t want to let slip through the cracks.
In practice, our primary job is making fun games. That always comes first. PS2 was a $25M investment. (source)
It is pretty rare that we get to see how much a game costs directly from a knowledgeable source.
Player Studio items – let me make this simple. We excluded them because we didn’t like the idea of giving away someone else’s item. The player who made it would get no revenue in that case because it’s a free item. We are considering just eating the cost of this. Either way we are likely going to allow Player Studio items. (source)
In case you were wondering about the “eating the cost” comment for Player Studio items. Here is a bigger drop though:
We’re in the middle of developing Everquest Next Landmark (on schedule right now for end of this month). We rebooted the game 3 times. It was a massive delay and it hurt us financially. But it was the right thing to do for us, and for the industry. Most importantly you all are going to get to play something we’re very proud of and we think is a whole lot of fun. (source)
Emphasis added. So… the weird sort of “marketing” surrounding EQN:L is starting to make sense. Namely, SOE didn’t know what the hell they were doing either. That’s almost comforting. But a little scary too, considering it appears as though SOE is going to be leaning on EQN:L for financial stability.
We’ll have to see how it plays out, but for my part, I am liable to start my SOE subscription back up once I can start playing EQN:L given how I’ll likely be getting PlanetSide 2 bonuses as well.
I have less than zero interest in the latest SimCity.
Granted, I have not played a Sim City since SimCity 2000, or Streets of SimCity if that counts. Indeed, Streets of SimCity was perhaps one of my favorite PC games from the 90s (has it really been two decades?) precisely because you could import your SimCity 2000 save files and then drive around at street-level. One of the augmentations to your vehicle, aside from rocket launchers and machine guns, was a sort of gliding mechanism that allowed you to fly around if you hit a sufficiently high hill. So, of course, I would use the infinite money “cheat” (about as silly as saying Minecraft building-mode is cheating) to construct the largest possible hills and then sail my way across thriving metropolises. SimCopter, I believe, also allowed you to fly around your own cities, but I never had that game.
Regardless, the latest SimCity has a number of fairly baffling changes to the core formula, the foremost of which is a sort of forced multiplayer integration, from which all other terrible design flows. Yes, you can play it single-player… by creating your own private region and not inviting other people in. But the concept of “regions” at all exists because the default is building cities connected to other peoples’ cities. Which, in a vacuum (preferably the vacuum of space), is fine if it were not for the results:
- No offline mode.
- No individual Save/Loads. As in, you cannot build your city up, unleash a disaster, then reload once you’ve had your fill.
- Rollbacks due to server strain/lag/failure means you can lose hours of progress.
- Individual cities are microscopic compared to the series.
- No ability to landscape the terrain.
If I have mischaracterized any of the above qualities, please let me know.
Again, this is somewhat moot considering I skipped over SimCity 3 and 4, making it unlikely I was going to purchase SimCity
5 to begin with. But… well, this sort of direction for a venerable franchise makes me less likely to ever buy back in. I never really “got” the people who decried radical franchise reboots like Syndicate until this version of SimCity came out. Interacting with individual Sims is cool and all, but the rest of the social nonsense was never what these games were about, at least to me. And yet, now, to an entirely new generation of gamers, it will be.
Sigh. Get off my lawn.
Game: XCOM: Enemy Unknown
Recommended price: $15
Metacritic Score: 89
Completion Time: 22 hours
Buy If You Like: Relatively simple but slick Tactical Sci-Fi games
XCOM: Enemy Unknown is a reboot of the 1990s cult-classic tactical title of the same name. In this game, you take charge of the XCOM project, which is a worldwide military response to what appears to be an alien invasion of Earth. You engage in a series of turn-based tactical battles, which is then broken up by periods of base building and resource management inbetween alien incursions.
Combat is “team turn-based,” which means that you can move all of your own units before giving the floor over to the aliens to do the same. Individual unit turns boil down to “Move + Shoot/Ability,” while trying to make an effort to end your turn next to some cover. As units earn experience, they gain levels and can unlock new abilities/bonuses in their class’s (limited) talent tree. There are a number of different weapons and armor types available (including special items like Grenades and Medkits), but for the most part they are limited to the class they are designed for.
If this all sounds pretty simple, that is because it is. While XCOM won a number of accolades and serious blogging goodwill for its tactical combat, its primary accomplishment is simply existing as a tactical offering at all in a desert of similar titles. At no particular point did I find myself especially challenged tactically, at least in terms of historical titles like Fallout Tactics, Final Fantasy Tactics, Tactics Ogre, Suikoden Tactics, and so on. While I did “only” play on Normal Ironman mode (Ironman meaning you cannot reload a saved game to avoid a team member death), I simply do not see enough moving parts to justify some claim to XCOM’s tactical brilliance. In particular, I have a problem with team turn-based gameplay leading to “dogpile tactics” (maneuvering units so as to unload a full turn’s worth of damage without recourse), combined with an enemy that almost always waits patiently for you to discover them before taking any initiative at all. And then there are a few of XCOM’s uniquely questionable design decisions, such as not showing the range on, say, Sniper Rifles.
Some of the lack of complexity in the tactical segments is made up in the planning stages. Character growth and equipping is straightforward, but trying to juggle base expansion, e.g. building more research centers vs power plants vs ect, with the other demands like satellites for XCOM member states or research into better weapons can get a little dicey. While I got a handle on things by the end of my first playthrough, I was not particularly sure whether the complexity was via the underlying systems or if it were just random chance that, say, China kept getting bombarded by UFOs.
All of this is not to suggest that XCOM is a bad game. It is, in fact, a fun game that I think is an auto-buy at $15 or below. I just want to distance myself from the blogging narrative that XCOM is some kind of superstar in the tactical gameplay arena. It certainly wins the “best tactical game in years” award, but it does so due to an utter lack of competition. If you enjoy this subgenre you will enjoy XCOM, but you will likely find most of your planning taking place outside of the tactical battles rather than in them.